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Combat Mod

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  • OscarTheCouch
    replied
    Re: Combat Mod

    i prob would never play this CO.

    Leave a comment:


  • Semantics
    replied
    Re: Combat Mod

    It is a lot of fun for 30 minutes or so and a good way to practice lerk and fade. Priceline mentioned that a con is too many fades and I agree. One of the combat servers I played on limited the number of lerks, fades, onus, and exos one team could have and it was a big change for the better.

    Leave a comment:


  • Donat
    replied
    Re: Combat Mod

    I liked CO being a warm-up. Nice for chatting, practicing, hitting marks, and getting use to new mechanics.

    Leave a comment:


  • Boogalo
    replied
    Re: Combat Mod

    Am I remembering correctly that in old TGNS, the server would run CO until it hit a certain population, then switch to NS at next change? I liked that functionality and it made it easier to seed the server.

    Empty server is definitely not a problem we're having at the moment though.

    Leave a comment:


  • solarity
    replied
    Re: Combat Mod

    I prefer NS to CO, though I think CO is a good practice for NS as you can be a little more risky in trying things out. When I do CO I don't get upgrades that would be mutually exclusive in NS2. Then again I seldomly play CO as I am mostly here.

    Leave a comment:


  • Skud
    replied
    Re: Combat Mod

    I do not have fond memories of what CO did to NS1's community...

    Leave a comment:


  • solarity
    replied
    Re: Combat Mod

    It is a mod and not NS2. Combat mode in NS1 had a lot more than just 10 levels. You could get added speed for marines that would really throw off aliens, nano armor that would weld it self, and even more powerful weapon levels.

    Though it is very unpolished using partial versions of regular NS2 maps and a scenario where aliens pretty much always wins. I think even in NS1 it was a bit too partial to aliens as well. I guess the devs were didn't like humans, would that make them homophobic as xenophobic is scared of aliens?

    Leave a comment:


  • micr0c0sm
    replied
    Re: Combat Mod

    Limiting combat to like, 6-7 levels, and one upgrade per chamber, two hives, etc. That I can get behind. Full fledged it gets boring and silly and spammy.

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  • Ferris Bueller
    replied
    Re: Combat Mod

    Combat has a GUI buy menu.


    Marines:



    Aliens:

    Leave a comment:


  • FooKer
    replied
    Re: Combat Mod

    I don't think that it would be too hard to do that, the real issue is that the mod has a long way to go before becoming mainstream.

    The lack of a GUI buy menu is kind of a pain...

    Leave a comment:


  • Wyzcrak
    replied
    Re: Combat Mod

    Combat doesn't meet any needs I have, but I'd consider anything that allows for TG gameplay and has enough demand.

    We'd certainly transition into that mode only during off-peak hours, though, and I'm not sure how technically feasible it is to automate the switching of entire game modes.

    Leave a comment:


  • PricelineNegotiator
    started a topic Combat Mod

    Combat Mod

    Has anyone else played this? I think it's a lot of fun and a deviation from the norm. If you haven't played it, the game boils down to the same mechanics as normal - destroy the enemies base. Some things in particular I've noticed about it:

    Pros
    Very fast paced
    Seems like there is a high demand for this game mode - server always full
    Modified maps
    Fast spawn times
    Your success in terms of killing depends upon yourself, not what a commander can prioritize to you

    Cons
    Fades become overpowered, especially when used in mass numbers
    Marines must be the aggressors and have to destroy the hive before the time runs out
    Time limit seems a bit too short, extend from 25 minutes to 30 or 35 (If I was the scoreboard leader for the marines, I barely get enough upgrades for what I want before 25 min runs out)


    If we were to get another server, is this something we could look at?

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